[mod] Log changes

I found something that your logger missed in a hut. I started a game with a scout right next to a hut and, on popping, got a settler ... info from your log ...

Turn 0 (4000 BC)
Tribal village results: 3

see post here for screenshot and saves.
 
I wanted to see if I could add different colours to your combat messages and also show if the unit was attacking or defending. I worked on this and got it to work. I posted the results in this post under 'Alerum's Unaltered Game Play' as I have that mod installed and I wasn't sure what other things had changed from you basic mod.

I have also changed my version of your reminder mod (another great mod - thx) so that it shows the reminder as a pop up box as well as a message on the left (I usually miss those messages).
 
*Wish I could delete...*

Sorry, asked a stupid question about how to get it to work, and then figured out that I had put it in the wrong directory. Works great now! Thanks.
 
Methos said:
Went back through this thread and noticed a few things I had either forgotten about or missed, and decided to add them.

Growth Alarm: I liked this so put it back in. The explanation on how to install it can be found in post #193.

Requies’s Enter/Return Fix: I can’t believe I missed this. I couldn’t stand having to mouse over the ‘Ok’ every time I entered a custom entry. You can find this awesome fix in post #211.

@Eotinb: One suggestion would be to link posts with alternate fixes/methods in your first post. Trying to go through and locate all of these could be a pain. Plus, if you didn’t even know they existed why would you search the entire thread for them? It would make things much easier and user friendly if you did.

Another fix/adjustment I did was DaveShack’s mention of the indentation of a line in the EventManager. I recall it being #25 out of 30. When I tried to add it to the above I couldn’t find it again. I believe it was somewhere in the first ten pages.

Just downloaded and installed this mod, I got it to run by itself(after fixing the path, ofc), but when I tried to add the above two updates, the Growth Alarm and Enter/Return Fix, I suddenly got CvEventInterface(I think it was interface) failing to load. So I removed those fixes and will wait to install them till I hear something about whether they should have worked or not.

Also, here's the post with the update to the scoring algorithm:

Scoring Algorithm Update
 
That's odd, both work fine for me. Did you do exactly what the fix post indicated? I don't have time right now to look at my files, or the fix posts, but I will this afternoon when I wake up. If you could, please post exactly what was happening and what you did.

I need to look at my files and the fixes as I've totally forgot how they worked! :lol:
 
well at the moment I'm at school, so I can't look back into it, but essentially, I c/p the code lines that were mentioned as needing to be changed, did a word search for the first word in the line of code I was replacing/changing, and then once I found the right spot, I either pasted in the new line, or changed the logic manually(growth alarm didn't work when I c/p it, and enter/return fix didn't work when I changed logic)

I know some intermediate programming myself, so I know I didn't mess up the logic, and I'm fairly sure I didn't mess anything up when I c/p the growth alarm, although perhaps that messed it up since I don't have his reminder mod installed as well.

The error I got was that cvEventManager wasn't loading, it told me that during startup when it gets to initPython, but after I hit ok, it continued and loaded like nothing was wrong(although autologger didn't do anything then)

I didn't try putting in just one of them yet, I'll do that next time I have time, to see which one caused the error, but the scoring algorithm I added seems to work fine, I'll know for sure once I finish the GOTM I'm playing right now...IF I win, which is by no means guaranteed yet.
 
Thrallia, in case you don't know this: Indentation is part of the Python syntax, so it has to be correct and it has to be done using Tabs, NOT spaces. A single syntax error in your file could well produce the eventmanager message, it doesn't always give you the place where the error originates.

You can also try to enable some of the logging and debug messages in the ini file.
 
well when I did a c/p of the lines of code, it looked afterward, like the indentation was screwed up, so I fixed it, perhaps I messed it up...although I would think that if indentation were part of the syntax, the syntax would be that it needs to be indented to the correct line...which is where I corrected it to. As for tabs vs. spaces, I never use spaces for indentation, I'm too lazy to hit space 5 times when I can just hit tab once. :P
 
I don't know if this is already in the latest version of the mod, but I would like to be able to get a second mod for people who also like to see where they move their units, what they are ordered to do, can anyone build this mod who logs all this?? This way we can evaluate the strategy even better (for the real diehards). Something like this:

Turn 1:
Moved Settler1: North West, North
Moved Scout: South, South
Gave Settler2 order: build mine

By the way is the MOD in the first post on page one the latest and best availible version??
 
jheronimus, that might not be possible until after the SDK is released...since that would most likely require use of mouse click events(assuming that C++ deals with mice somewhat similarly to how Java does), which I'm not sure if they can be modded in...although from seeing what some people have done with the game without an SDK, perhaps I'm completely wrong.
 
The Duff Man said:
I am getting an error: Debug Event:LogOpenPopup

Any thoughts? Thx for doing this.

It should still work. Every time I hit Alt-E and press Enter I get the Debug statement. I also get it when I load up a game. There's nothing that you can do about it, and it doesn't affect the game at all.
 
Methos said:
It should still work. Every time I hit Alt-E and press Enter I get the Debug statement. I also get it when I load up a game. There's nothing that you can do about it, and it doesn't affect the game at all.

When I close Civ and try to find the log file it does not exist. I was under the impression it would create a file if there was none present. Should I create a blank file that will then be overwritten or is something not working?

I checked the path twice, I'll have to check it again I guess.
 
Open the autolog.py file and check the path there. That path has to be exactly correct or it won't create the file. What I did was used My Computer to go directly to the folder that I wanted my turn logs to be in. Once I was inside that folder I then highlighted the path and copy-pasted it to the path statement in the autlog.py file.
 
Thx for the help, I got it fixed.

New problem though. The log works on almost all games I play, but for some reason when I try to load an SG by another member (culdeus) the box does not appear asking me to name the log file.

To test it I loaded another SG by the same member that we just completed and I have the same problem. I can load my own games, GOTM, and other SGs. He said he has no cheat lite enabled, similar to GOTM.

Thoughts? Thanks again! OH YEAH!
 
'no cheating' means that you have to have exactly the same python files as the person who started the game. You don't so it doesn't work. That is why the HOF logger uses an *.ini file instead of inbedding the info in the python file.
 
I think I remember some discussion about the log turn counter being different from the turn counter in the game. The logger starts @ 0 while the counter in the game starts @ 1. I changed my CvEventManager.py with the following
Code:
# autolog addition 7/30
#------------------------------------------------------
		self.log.write(1, "")

		self.turn = gc.getGame().getGameTurn() + 2
		self.year = gc.getGame().getTurnYear(self.turn - 2 + 1)

		STC.Counter = STC.Counter + 1

		self.log.write(0, "", self.year, self.turn, STC.Counter)
#------------------------------------------------------
I also added a counter from the last time it was loaded. With these additions, the log now looks something like this ...
Spoiler :

----------------------------New entries----------------------------
Turn 1 (0) (4000 BC)
Kyoto founded
Kyoto begins: Barracks
Research begun: Hunting
Research begun: Pottery
Research begun: Animal Husbandry

IBT:

Turn 2 (1) (3960 BC)

IBT:

Turn 3 (2) (3920 BC)

IBT:

Turn 4 (3) (3880 BC)
----------------------------New entries----------------------------
Turn 4 (0) (3880 BC)

IBT:

Turn 5 (1) (3840 BC)
Kyoto's borders expand

IBT:

Turn 6 (2) (3800 BC)

IBT:

Turn 7 (3) (3760 BC)
 
I apologize in advance if this has been asked and answered already:

1. Does autologger work with the 1.61 upgrade?

2. How do I turn off autologger? I've tried moving the files from the installation directory to an autolog subdirectory but that didn't work. Autologger still prompts me for a log file name.
 
I am not sure that it does work with the v1.61 patch :sad:. Be interested to hear other people's experience of this.

I had the suto-logger working fine in v1.52, with the new patch the auto-logger starts when you start a saved game but you cannot change the name of the log file, the prompt disappears as soon as the loading screen completes and there is no log file created in the log directory as previously. Tried changing the log directory but still no log file. So to me, it does not seem to be initialising correctly with v1.61.

Rob
 
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